I'm reading about texture readback in OpenGL and as usual I find many different possibilities.
From D3D I'm used to copying the texture I want to read back into a staging texture which I than map in order to read the pixels. Should I basically do the same in OpenGL or is there a preferred way?
There is both glReadPixels() and glGetTexImage() and they seem to basically do the same thing.
Pixel buffer objects are often mentioned in this context and seem to be a means of making the previous calls asynchronous until you map the PBO. Is that correct?
So is glGetTexImage() & PBO a good approach or should I still copy to a different texture first, so that I can continue rendering to the texture I want to read back?
Edited by B_old, 19 November 2013 - 01:32 PM.